/**************************************************************************/
/*  text_paragraph.h                                                      */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* Permission is hereby granted, free of charge, to any person obtaining  */
/* a copy of this software and associated documentation files (the        */
/* "Software"), to deal in the Software without restriction, including    */
/* without limitation the rights to use, copy, modify, merge, publish,    */
/* distribute, sublicense, and/or sell copies of the Software, and to     */
/* permit persons to whom the Software is furnished to do so, subject to  */
/* the following conditions:                                              */
/*                                                                        */
/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
/*                                                                        */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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/**************************************************************************/

#ifndef TEXT_PARAGRAPH_H
#define TEXT_PARAGRAPH_H
#include "backend/text_server/text_server.h"
#include "backend/text_server/mutex.h"

namespace godot
{
/*************************************************************************/
class Font;

class TextParagraph
{
    _THREAD_SAFE_CLASS_

protected:
    RID   dropcap_rid;
    int   dropcap_lines = 0;
    Rect2 dropcap_margins;

    RID         rid;
    Vector<RID> lines_rid;

    bool lines_dirty = true;

    float width = -1.0;
    int   max_lines_visible = -1;

    BitField<TextServer::LineBreakFlag>     brk_flags = TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND;
    BitField<TextServer::JustificationFlag> jst_flags = TextServer::JUSTIFICATION_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA;
    TextServer::OverrunBehavior             overrun_behavior = TextServer::OVERRUN_NO_TRIMMING;

    HorizontalAlignment alignment = HORIZONTAL_ALIGNMENT_LEFT;

    Vector<float> tab_stops;

protected:
    static void _bind_methods();

    void _shape_lines();

public:
    RID get_rid() const;
    RID get_line_rid(int p_line) const;
    RID get_dropcap_rid() const;

    void clear();

    void                  set_direction(TextServer::Direction p_direction);
    TextServer::Direction get_direction() const;

    void                    set_orientation(TextServer::Orientation p_orientation);
    TextServer::Orientation get_orientation() const;

    void set_preserve_invalid(bool p_enabled);
    bool get_preserve_invalid() const;

    void set_preserve_control(bool p_enabled);
    bool get_preserve_control() const;

    void set_bidi_override(const Vector<Vector3i>& p_override);

    void   set_custom_punctuation(const String& p_punct);
    String get_custom_punctuation() const;

    bool set_dropcap(const String& p_text, const Ref<Font>& p_font, int p_font_size, const Rect2& p_dropcap_margins = Rect2(), const String& p_language = "");
    void clear_dropcap();

    bool add_string(const String& p_text, const Ref<Font>& p_font, int p_font_size, const String& p_language = "", const Variant& p_meta = Variant());
    bool add_object(Variant p_key, const Size2& p_size, InlineAlignment p_inline_align = INLINE_ALIGNMENT_CENTER, int p_length = 1, float p_baseline = 0.0);
    bool resize_object(Variant p_key, const Size2& p_size, InlineAlignment p_inline_align = INLINE_ALIGNMENT_CENTER, float p_baseline = 0.0);

    void                set_alignment(HorizontalAlignment p_alignment);
    HorizontalAlignment get_alignment() const;

    void tab_align(const Vector<float>& p_tab_stops);

    void                                    set_justification_flags(BitField<TextServer::JustificationFlag> p_flags);
    BitField<TextServer::JustificationFlag> get_justification_flags() const;

    void                                set_break_flags(BitField<TextServer::LineBreakFlag> p_flags);
    BitField<TextServer::LineBreakFlag> get_break_flags() const;

    void                        set_text_overrun_behavior(TextServer::OverrunBehavior p_behavior);
    TextServer::OverrunBehavior get_text_overrun_behavior() const;

    void  set_width(float p_width);
    float get_width() const;

    void set_max_lines_visible(int p_lines);
    int  get_max_lines_visible() const;

    Size2 get_non_wrapped_size() const;

    Size2 get_size() const;

    int get_line_count() const;

    Vector<Variant> get_line_objects(int p_line) const;
    Rect2           get_line_object_rect(int p_line, Variant p_key) const;
    Size2           get_line_size(int p_line) const;
    float           get_line_ascent(int p_line) const;
    float           get_line_descent(int p_line) const;
    float           get_line_width(int p_line) const;
    Vector2i        get_line_range(int p_line) const;
    float           get_line_underline_position(int p_line) const;
    float           get_line_underline_thickness(int p_line) const;

    int get_spacing_top() const;
    int get_spacing_bottom() const;

    Size2 get_dropcap_size() const;
    int   get_dropcap_lines() const;

    void draw(RID p_canvas, const Vector2& p_pos, const Color& p_color = Color(1, 1, 1), const Color& p_dc_color = Color(1, 1, 1)) const;
    void draw_outline(RID p_canvas, const Vector2& p_pos, int p_outline_size = 1, const Color& p_color = Color(1, 1, 1), const Color& p_dc_color = Color(1, 1, 1)) const;

    void draw_line(RID p_canvas, const Vector2& p_pos, int p_line, const Color& p_color = Color(1, 1, 1)) const;
    void draw_line_outline(RID p_canvas, const Vector2& p_pos, int p_line, int p_outline_size = 1, const Color& p_color = Color(1, 1, 1)) const;

    void draw_dropcap(RID p_canvas, const Vector2& p_pos, const Color& p_color = Color(1, 1, 1)) const;
    void draw_dropcap_outline(RID p_canvas, const Vector2& p_pos, int p_outline_size = 1, const Color& p_color = Color(1, 1, 1)) const;

    int hit_test(const Point2& p_coords) const;

    Mutex& get_mutex() const { return _thread_safe_; };

    // ++ Skr
    TextParagraph(const String& p_text, const Ref<Font>& p_font, int p_font_size, const String& p_language = "", float p_width = -1.f, TextServer::Direction p_direction = TextServer::DIRECTION_AUTO, TextServer::Orientation p_orientation = TextServer::ORIENTATION_HORIZONTAL);
    TextParagraph();
    ~TextParagraph();
    // -- Skr
};
} // namespace godot
#endif // TEXT_PARAGRAPH_H
